Generation VI Level Up |
|
— |
Tackle |
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50 |
100 |
35 |
-- |
A physical attack in which the user charges and slams into the target with its whole body. |
— |
Swords Dance |
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-- |
-- |
20 |
-- |
A frenetic dance to uplift the fighting spirit. It sharply raises the user's Attack stat. |
5 |
Fury Cutter |
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40 |
95 |
20 |
-- |
The target is slashed with scythes or claws. Its power increases if it hits in succession. |
8 |
Metal Sound |
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-- |
85 |
40 |
-- |
A horrible sound like scraping metal harshly reduces the target's Sp. Def stat. |
13 |
Pursuit |
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40 |
100 |
20 |
-- |
An attack move that inflicts double damage if used on a target that is switching out of battle. |
18 |
Autotomize |
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-- |
-- |
15 |
-- |
The user sheds part of its body to make itself lighter and sharply raise its Speed stat. |
20 |
Shadow Sneak |
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40 |
100 |
30 |
-- |
The user extends its shadow and attacks the target from behind. This move always goes first. |
22 |
Aerial Ace |
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60 |
-- |
20 |
-- |
The user confounds the target with speed, then slashes. The attack lands without fail. |
26 |
Retaliate |
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70 |
100 |
5 |
-- |
The user gets revenge for a fainted ally. If an ally fainted in the previous turn, this attack's damage increases. |
29 |
Slash |
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70 |
100 |
20 |
-- |
The target is attacked with a slash of claws or blades. Critical hits land more easily. |
32 |
Iron Defense |
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-- |
-- |
15 |
-- |
The user hardens its body's surface like iron, sharply raising its Defense stat. |
36 |
Night Slash |
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70 |
100 |
15 |
-- |
The user slashes the target the instant an opportunity arises. Critical hits land more easily. |
41 |
Power Trick |
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-- |
-- |
10 |
-- |
The user employs its psychic power to switch its Attack with its Defense stat. |
45 |
Iron Head |
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80 |
100 |
15 |
30 |
The user slams the target with its steel-hard head. It may also make the target flinch. |
51 |
Sacred Sword |
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90 |
100 |
15 |
-- |
The user attacks by slicing with its long horns. The target's stat changes don't affect this attack's damage. |
TM & HM Attacks |
|
TM06 |
Toxic |
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-- |
90 |
10 |
-- |
A move that leaves the target badly poisoned. Its poison damage worsens every turn. |
TM10 |
Hidden Power |
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60 |
100 |
15 |
-- |
A unique attack that varies in type depending on the Pokémon using it. |
TM17 |
Protect |
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-- |
-- |
10 |
-- |
It enables the user to evade all attacks. Its chance of failing rises if it is used in succession. |
TM18 |
Rain Dance |
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-- |
-- |
5 |
-- |
The user summons a heavy rain that falls for five turns, powering up Water-type moves. |
TM21 |
Frustration |
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?? |
100 |
20 |
-- |
A full-power attack that grows more powerful the less the user likes its Trainer. |
TM27 |
Return |
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?? |
100 |
20 |
-- |
A full-power attack that grows more powerful the more the user likes its Trainer. |
TM31 |
Brick Break |
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75 |
100 |
15 |
-- |
The user attacks with a swift chop. It can also break any barrier such as Light Screen and Reflect. |
TM32 |
Double Team |
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-- |
-- |
15 |
-- |
By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. |
TM33 |
Reflect |
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-- |
-- |
20 |
-- |
A wondrous wall of light is put up to suppress damage from physical attacks for five turns. |
TM40 |
Aerial Ace |
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60 |
-- |
20 |
-- |
The user confounds the target with speed, then slashes. The attack lands without fail. |
TM42 |
Facade |
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70 |
100 |
20 |
-- |
An attack move that doubles its power if the user is poisoned, burned, or has paralysis. |
TM44 |
Rest |
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-- |
-- |
10 |
-- |
The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem. |
TM45 |
Attract |
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-- |
100 |
15 |
-- |
If it is the opposite gender of the user, the target becomes infatuated and less likely to attack. |
TM54 |
False Swipe |
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40 |
100 |
40 |
-- |
A restrained attack that prevents the target from fainting. The target is left with at least 1 HP. |
TM65 |
Shadow Claw |
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70 |
100 |
15 |
-- |
The user slashes with a sharp claw made from shadows. Critical hits land more easily. |
TM67 |
Retaliate |
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70 |
100 |
5 |
-- |
The user gets revenge for a fainted ally. If an ally fainted in the previous turn, this attack's damage increases. |
TM74 |
Gyro Ball |
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?? |
100 |
5 |
-- |
The user tackles the target with a high-speed spin. The slower the user, the greater the damage. |
TM75 |
Swords Dance |
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-- |
-- |
20 |
-- |
A frenetic dance to uplift the fighting spirit. It sharply raises the user's Attack stat. |
TM80 |
Rock Slide |
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75 |
90 |
10 |
30 |
Large boulders are hurled at the opposing team to inflict damage. It may also make the targets flinch. |
TM87 |
Swagger |
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-- |
90 |
15 |
-- |
The user enrages and confuses the target. However, it also sharply raises the target's Attack stat. |
TM88 |
Sleep Talk |
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-- |
-- |
10 |
-- |
While it is asleep, the user randomly uses one of the moves it knows. |
TM90 |
Substitute |
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-- |
-- |
10 |
-- |
The user makes a copy of itself using some of its HP. The copy serves as the user's decoy. |
TM91 |
Flash Cannon |
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80 |
100 |
10 |
10 |
The user gathers all its light energy and releases it at once. It may also lower the target's Sp. Def stat. |
TM94 (XY) HM06 (ORAS) |
Rock Smash |
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40 |
100 |
15 |
50 |
The user attacks with a punch that can shatter a rock. It may also lower the target's Defense stat. |
TM94 (ORAS) |
Secret Power |
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70 |
100 |
20 |
30 |
The user attacks the target with a secret power. Its added effects vary depending on the user's environment. |
TM100 |
Confide |
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-- |
-- |
20 |
100 |
The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target's Sp. Atk stat. |
HM01 |
Cut |
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50 |
95 |
30 |
-- |
The target is cut with a scythe or a claw. It can also be used to cut down thin trees. |